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Chapter 2 :
Human as the User
Contents :
 What is Cognition
 The Senses
 Human Sense : Vision
 Human Sense : Hearing
 Human Sense : Smell
 Human Sense : Touch
 Human Sense : Taste
1
MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Objectives
 Explain

what is cognition and why it is
important for interaction design.
 Understand on how the processing of human
memory.
 Explain what are the human 5 senses and
why it is important in interaction design.

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Chapter 2 : Human As The User

Overview
 What

is cognition?
 What are users good and bad at?
 Describe how cognition has been applied to
interaction design
 Theories of cognition




Mental models, theory of action
Information processing
External cognition, distributed cognition
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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Why do we need to understand
users?


Interacting with technology is cognitive



We need to take into account cognitive processes
involved and cognitive limitations of users



We can provide knowledge about what users can and
cannot be expected to do



Identify and explain the nature and causes of
problems users encounter



Supply theories, modelling tools, guidance and
methods that can lead to the design of better
interactive products
4

MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

What is Cognition?
 What

is goes on in our heads when we carry
out our everyday activities.
 It involves cognitive processes, like thinking,
remembering, learning, daydreaming,
decision making, seeing, reading, writing and
talking.
 Norman (1993) distinguishes between 2
general modes; experiential and reflective
cognition
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Chapter 2 : Human As The User

What goes on in the mind?

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MMG3033 Human Computer Interaction
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Core cognitive aspects







Attention
Perception and recognition
Memory
Learning
Reading, speaking and listening
Problem-solving, planning, reasoning and decisionmaking
Most relevant to interaction design are attention,
perception and recognition, and memory
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Chapter 2 : Human As The User

Attention







Selecting things to concentrate on at a point in time from
the mass of stimuli around us
Allows us to focus on information that is relevant to what
we are doing
Involves audio and/or visual senses
Focussed and divided attention enables us to be selective
in terms of the mass of competing stimuli but limits our
ability to keep track of all events
Information at the interface should be structured to capture
users attention, e.g. use perceptual boundaries (windows),
colour, reverse video, sound and flashing lights
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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Activity 1
Find the price of a double
room at the Holiday Inn in
Bradley

First screen

MMG3033 Human Computer Interaction

Second screen

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Chapter 2 : Human As The User

Activity 1


Tullis (1987) found that the two screens produced quite
different results






1st screen - took an average of 5.5 seconds to search
2nd screen - took 3.2 seconds to search

Why, since both displays have the same density of
information (31%)?
Spacing



In the 1st screen the information is bunched up together,
making it hard to search
In the 2nd screen the characters are grouped into vertical
categories of information making it easier
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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Design implications for attention








Make information salient when it needs attending to
at a given stage of task.
Use techniques like animated graphics, color,
underlining, ordering of items, sequencing of
different information and spacing of items
Avoid cluttering the interface with too much
information.
Interfaces that are plain are much easier to use, like
the Google search Engine.
11

MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

An example of over-use of
graphics
Our Situation
 State

the bad news
 Be clear, dont try to obscure the
situation

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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Perception and recognition
How information is acquired from the
environment, via different sense organs, e.g :
eyes, ears, fingers and transformed into
experiences of objects, events, sound and
tastes.
 Obvious implication is to design representations
that are readily perceivable, e.g.
 Text should be legible
 Icons should be easy to distinguish and read


13
MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Is color contrast good?
Find italian

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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Are borders and white space
better? Find french

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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Activity 2


Weller (2004) found people took less time to locate
items for information that was grouped




Some argue that too much white space on web
pages is detrimental to search




using a border (2nd screen) compared with using
color contrast (1st screen)

Makes it hard to find information

Do you agree?

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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Which is easiest to read and
why?
What is the time?

What is the time?

What is the time?

What is the time?

What is the time?

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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Design implications :
Perception











Representations of information need to be designed to
be perceptible and recognizable
Icons and other graphical representations should enable
users to readily distinguish their meaning
Bordering and spacing are effective visual ways of
grouping information
Sounds should be audible and distinguishable
Speech output should enable users to distinguish
between the set of spoken words
Text should be legible and distinguishable from the
background
18

MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Memory







Involves first encoding and then retrieving knowledge
We dont remember everything - involves filtering and
processing what is attended to
Context is important in affecting our memory (i.e.,
where, when)
Well known fact that we recognize things much better
than being able to recall things



Better at remembering images than words
Why interfaces are largely visual

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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Processing in memory


Encoding is first stage of memory






determines which information is attended to in the
environment and how it is interpreted

The more attention paid to something, and the more it
is processed in terms of thinking about it and
comparing it with other knowledge, and
The more likely it is to be remembered


e.g., when learning about HCI, it is much better to reflect upon
it, carry out exercises, have discussions with others about it,
and write notes than just passively read a book, listen to a
lecture or watch a video about it
20

MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Activity 3








Try to remember the dates of all the members of your
familys and your closest friends birthdays. How many can
you remember?
Try to remember the cover of the last two magazines you
bought or rented
Which was easiest? Why?
People are very good at remembering visual cues about
things
 e.g., the color of items, the location of objects and
marks on an object
They find it more difficult to learn and remember arbitrary
material
 e.g., birthdays and phone numbers
21

MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Design implications : Memory






Dont overload users memories with complicated
procedures for carrying out tasks.
Design interfaces that promote recognition rather than
recall by using menus, icons and consistently placed
objects.
Provide users with a variety of ways of encoding
digital information to help them remember where they
have stored them


e.g., categories, color, flagging, time stamping

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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

The Senses


Human and the 5 senses :

1)
2)
3)
4)
5)

Eyes
Ear
Nose
Haptic
Tongue

:
:
:
:
:

83%
10%
4%
2%
1%
23

MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

The Human Eye


Light  retina 
Change shape
(accommodation) 
rods & cones  fovea
 colour detection 
electric impluse  brain
 interpretation



Fovea (area of highest
resolution): about 2
degrees of arc
75% of the human
visual operations are
related to the fovea.
24

MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Human Vision


Light reception takes place in the retina, which contains
2 types of photoreceptors:
Cones

Rods

Mediated visual impression

degrees of brightness

Distribution over retina

Fovea only

not in the fovea

Sensitivity for brightness


Colors

Low

High

Three types of cones:
red-sensitive: 64%, high concentration in fovea area
green-sensitive: 32%, high concentration in fovea area
blue-sensitive: 2%, evenly distributed over retina; none
in the center of the fovea.
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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Human Vision


Certain cell in the eyes retina produce the sensation
of shades of gray and other cells produce the
sensation of color using receptors of red, green and
blue.



These receptors are located in different areas of the
retina, so some color especially blue are perceived
to be deeper than red.

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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Vision : Main Characteristic


When light enters the eye it has two main
characteristics:



Brightness (intensity)
Colour (wavelength)

 In software development,

avoid creating any
confusing effects.
 This can occur with
certain types of 3D icons,
example : can be caused by
the misuse of colour.
27
MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Vision
This effects are called optical illusion.

28

MMG3033 Human Computer Interaction

http://www.at-bristol.org.uk/Optical/default.htm
Chapter 2 : Human As The User

Gestalt Theories

In this illustration you can
test your natural tendency
to organize visual patterns.
See how you group the
titled squares and see a
cross plus.

MMG3033 Human Computer Interaction

Here twelve dots have
been arranged to form a
directional symbol. We can
see each dot separately
but the arrow is greater
than the sum of the dots
and becomes the collective
Gestalt.

29
Chapter 2 : Human As The User

Vision : Visual Field


Definition of Visual Field is the size of a
display screen, the layout of the display and of
any controls.



Too much movement of the head can cause
discomfort and also increase the chances of
eye strain if re-focusing needs to occur.



Usually movement is allowed for and thus
provides a range of about 100-120尊 from the
straight-ahead position (periphery of vision).
30

MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Vision : Color







Color is particularly effective in calling attention to
specific information on a display, differentiating
information types and grouping similar items.
Color is an important component in design.
Some people are unaware of their colour blindness
 about 8% of men and 1% of women. The most
common form of colour blindness is red-green.
Children like bright colours  catch the
imagination.

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Psychological Implications
Color
Red

Implications
associated with blood, and with feelings that are
energetic, exciting, passionate or erotic

Orange color of flesh, or the friendly warmth of the hearth
fire
Green positive mode, nature (plant life, forests), life,
stability, restfulness, naturalness.
Blue

coolness, distance, spirituality, or perhaps
reserved elegance

Violet

fantasy, playfulness, impulsiveness, and dream
states
32

MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Vision : Color


Color is classified to:
 Hue
 Brightness
 Saturation

Red

Green

Blue

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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Color : Hue






Hue is an aspect of chromatic colors such as red
and green. Achromatic colors such as black, white
and neutral grey, do not have hue.
Hue corresponds to the
normal meaning color 
changes in wavelength.
Hue is located along the
border of the color wheel.
These are spectral colors.

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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Color : Brightness


Brightness (intensity or luminance) refers to the
shades of gray going from white (very high
brightness) through gray (medium brightness) to
black (very low brightness).



Brightness varies amongst
the chromatic and
achromatic colors.



Area of dark and light meet
it is possible to see strange
effects  optical illusion.
Example : Hermann Grid
35

MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Color : Saturation


Saturation (or chromatic) is the relative amount of
pure light that must be mixed with the white light to
produce the perceived color.



The more black, white or grey that is mixed with the
color then the less saturated it becomes.



When the color is entirely
white, saturation is said
to be zero.

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Color : Saturation

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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Colour : Design

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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Colour : Design

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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Colour : Design

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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Colour : Design
Classification of colour in physically and culturally
have to be determined. Societies classify colour
differently.

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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Color : The Implication










Do not use blue for small objects (since human sensitivity for
blue is very low, particularly in the fovea)
Blue is a good background color (since human sensitivity for
blue is very low and since receptors for blue are roughly
evenly distributed over the retina)
Neighboring objects should not merely differ by their amount
of blue. a a a (red, red with 50% blue, red with 100% blue)
If red and green are used for small objects, these should be in
the center (since the sensitivity for these colors is far higher in
the center).
If red and green are used as signals (warnings) in the
periphery, they should have additional emphasis (like blinking
or change in size).
Black, white, yellow and blue can be used in the periphery
since the sensitivity of the retina is roughly the same.
42

MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Font : Design
1.

Some people argue that san serif fonts are easier to
read than serif fonts. But anyway, it is a bad practice to
mix too many fonts. (san serif ; without extra strokes, serif
fonts ; have extra strokes)

2.

The size of the screen will dictate how much
information can be comfortably contained. A cluttered
screen is difficult to interpret because it is a lot for the
eye and brain to absorb.

3.

The important items should be displayed according to
their priority and should be occupy the same place on
the screen.
43

MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Font : Design

44
MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Font : Types

45
MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Font : Design
Sometimes the type of fonts can also means
expression of human feeling.
Mode

Font

Aggresive

Traditional
Classic
46
MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Hearing


In HCI, the second most important means of
communication is sound.



Hearing or audition is a response to pressure. It tells
us about changes that occur at various distance
away from us.



When these sound waves reach the ears, they cause
a series of mechanical pressure changes which
trigger the auditory receptors

47
MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Hearing



This causes responses in the brain and the
sensation of hearing.
48

MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Hearing : Sound Waves


Sound waves vary in :
1. Amplitude
 The height of the wave crest : Loudness
 Sound appears to be louder as its amplitude
increase.
2. Wavelength
 The distance apart between each wave crest.
3. Frequency
 The number of waves per second : Pitch
 Pitch increases with the increase in frequency.
 Pitch is how high or how a sound is.
49

MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Hearing : Pitch & Loudness


Frequency is measured in hertz (Hz) while the loudness
of sound is decribed in decibles.



Sensitivity to frequency and loudness varied between
individuals and can be different for the same person at
different time.

50
MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

The use of the Sound


Sound is used as a locator i.e. locating things.



You cannot decide not to listen whereas you can decide
not to look.



Use sound for feedback and attracting attention when :
 The information is short and simple.
 The information will not be referred later.
 For alerts and warnings when an immediate
response is needed.
 The visual system is already overburdened.
 The user is moving about from place to place.
 A verbal response is needed.
 Poor illumination makes vision unreliable.0

MMG3033 Human Computer Interaction

51
Chapter 2 : Human As The User

Touch


Touch or haptic channel is a very important sense for the blinds.



It is useful in noisy (either visual or audio) environments.



Tactile feedback is important in the use of keyboard  spongy or
heavy touch



Touch is important in the
development of devices such
as keyboards.



The speed at which a typist
can type will be affected
by the feel of the keyboard
and how it responds to key
press.

MMG3033 Human Computer Interaction

52
Chapter 2 : Human As The User

Taste


The sense of taste provides information about what
should or should not be eaten.



The receptors are the taste buds which respond to
chemicals that are dissolved in water.



On average, a human being has about 10,000 taste buds
mostly on the tongue and some other regions of the
mouth.



Messages are passed from these receptors to the brain.

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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Taste


There are 4 basic tastes :
1.
2.
3.
4.

Bitter
Salty
Sour
Sweet

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MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Smell


Smell or olfaction provides information about chemicals in
the air. These excite receptors located at the top of the
nasal cavity.



Taste and smell are not well developed in people. As yet
there are not real uses for either of these senses though
both can evoke strong emotional responses.

55
MMG3033 Human Computer Interaction
Chapter 2 : Human As The User

Summary








Cognition comprises many processes including thinking,
attention, learning, memory, perception, decision making,
planning, reading, speaking and listening.
The way an interface is designed can greatly affect how
well people can perceive, attend, learn and remember how
to carry out their tasks.
Of the 5 sense, vision and hearing are the most important
for human computer systems at present, though touch is
being used for some systems and has a part to play in
input devices.
Too many colors can be confusing for the user. Avoid
color combinations like red and green which may
confusing for color-blind users.

MMG3033 Human Computer Interaction

56
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20130220100249chap2 human

  • 1. Chapter 2 : Human as the User Contents : What is Cognition The Senses Human Sense : Vision Human Sense : Hearing Human Sense : Smell Human Sense : Touch Human Sense : Taste 1 MMG3033 Human Computer Interaction
  • 2. Chapter 2 : Human As The User Objectives Explain what is cognition and why it is important for interaction design. Understand on how the processing of human memory. Explain what are the human 5 senses and why it is important in interaction design. 2 MMG3033 Human Computer Interaction
  • 3. Chapter 2 : Human As The User Overview What is cognition? What are users good and bad at? Describe how cognition has been applied to interaction design Theories of cognition Mental models, theory of action Information processing External cognition, distributed cognition 3 MMG3033 Human Computer Interaction
  • 4. Chapter 2 : Human As The User Why do we need to understand users? Interacting with technology is cognitive We need to take into account cognitive processes involved and cognitive limitations of users We can provide knowledge about what users can and cannot be expected to do Identify and explain the nature and causes of problems users encounter Supply theories, modelling tools, guidance and methods that can lead to the design of better interactive products 4 MMG3033 Human Computer Interaction
  • 5. Chapter 2 : Human As The User What is Cognition? What is goes on in our heads when we carry out our everyday activities. It involves cognitive processes, like thinking, remembering, learning, daydreaming, decision making, seeing, reading, writing and talking. Norman (1993) distinguishes between 2 general modes; experiential and reflective cognition 5 MMG3033 Human Computer Interaction
  • 6. Chapter 2 : Human As The User What goes on in the mind? 6 MMG3033 Human Computer Interaction
  • 7. Chapter 2 : Human As The User Core cognitive aspects Attention Perception and recognition Memory Learning Reading, speaking and listening Problem-solving, planning, reasoning and decisionmaking Most relevant to interaction design are attention, perception and recognition, and memory 7 MMG3033 Human Computer Interaction
  • 8. Chapter 2 : Human As The User Attention Selecting things to concentrate on at a point in time from the mass of stimuli around us Allows us to focus on information that is relevant to what we are doing Involves audio and/or visual senses Focussed and divided attention enables us to be selective in terms of the mass of competing stimuli but limits our ability to keep track of all events Information at the interface should be structured to capture users attention, e.g. use perceptual boundaries (windows), colour, reverse video, sound and flashing lights 8 MMG3033 Human Computer Interaction
  • 9. Chapter 2 : Human As The User Activity 1 Find the price of a double room at the Holiday Inn in Bradley First screen MMG3033 Human Computer Interaction Second screen 9
  • 10. Chapter 2 : Human As The User Activity 1 Tullis (1987) found that the two screens produced quite different results 1st screen - took an average of 5.5 seconds to search 2nd screen - took 3.2 seconds to search Why, since both displays have the same density of information (31%)? Spacing In the 1st screen the information is bunched up together, making it hard to search In the 2nd screen the characters are grouped into vertical categories of information making it easier 10 MMG3033 Human Computer Interaction
  • 11. Chapter 2 : Human As The User Design implications for attention Make information salient when it needs attending to at a given stage of task. Use techniques like animated graphics, color, underlining, ordering of items, sequencing of different information and spacing of items Avoid cluttering the interface with too much information. Interfaces that are plain are much easier to use, like the Google search Engine. 11 MMG3033 Human Computer Interaction
  • 12. Chapter 2 : Human As The User An example of over-use of graphics Our Situation State the bad news Be clear, dont try to obscure the situation 12 MMG3033 Human Computer Interaction
  • 13. Chapter 2 : Human As The User Perception and recognition How information is acquired from the environment, via different sense organs, e.g : eyes, ears, fingers and transformed into experiences of objects, events, sound and tastes. Obvious implication is to design representations that are readily perceivable, e.g. Text should be legible Icons should be easy to distinguish and read 13 MMG3033 Human Computer Interaction
  • 14. Chapter 2 : Human As The User Is color contrast good? Find italian 14 MMG3033 Human Computer Interaction
  • 15. Chapter 2 : Human As The User Are borders and white space better? Find french 15 MMG3033 Human Computer Interaction
  • 16. Chapter 2 : Human As The User Activity 2 Weller (2004) found people took less time to locate items for information that was grouped Some argue that too much white space on web pages is detrimental to search using a border (2nd screen) compared with using color contrast (1st screen) Makes it hard to find information Do you agree? 16 MMG3033 Human Computer Interaction
  • 17. Chapter 2 : Human As The User Which is easiest to read and why? What is the time? What is the time? What is the time? What is the time? What is the time? 17 MMG3033 Human Computer Interaction
  • 18. Chapter 2 : Human As The User Design implications : Perception Representations of information need to be designed to be perceptible and recognizable Icons and other graphical representations should enable users to readily distinguish their meaning Bordering and spacing are effective visual ways of grouping information Sounds should be audible and distinguishable Speech output should enable users to distinguish between the set of spoken words Text should be legible and distinguishable from the background 18 MMG3033 Human Computer Interaction
  • 19. Chapter 2 : Human As The User Memory Involves first encoding and then retrieving knowledge We dont remember everything - involves filtering and processing what is attended to Context is important in affecting our memory (i.e., where, when) Well known fact that we recognize things much better than being able to recall things Better at remembering images than words Why interfaces are largely visual 19 MMG3033 Human Computer Interaction
  • 20. Chapter 2 : Human As The User Processing in memory Encoding is first stage of memory determines which information is attended to in the environment and how it is interpreted The more attention paid to something, and the more it is processed in terms of thinking about it and comparing it with other knowledge, and The more likely it is to be remembered e.g., when learning about HCI, it is much better to reflect upon it, carry out exercises, have discussions with others about it, and write notes than just passively read a book, listen to a lecture or watch a video about it 20 MMG3033 Human Computer Interaction
  • 21. Chapter 2 : Human As The User Activity 3 Try to remember the dates of all the members of your familys and your closest friends birthdays. How many can you remember? Try to remember the cover of the last two magazines you bought or rented Which was easiest? Why? People are very good at remembering visual cues about things e.g., the color of items, the location of objects and marks on an object They find it more difficult to learn and remember arbitrary material e.g., birthdays and phone numbers 21 MMG3033 Human Computer Interaction
  • 22. Chapter 2 : Human As The User Design implications : Memory Dont overload users memories with complicated procedures for carrying out tasks. Design interfaces that promote recognition rather than recall by using menus, icons and consistently placed objects. Provide users with a variety of ways of encoding digital information to help them remember where they have stored them e.g., categories, color, flagging, time stamping 22 MMG3033 Human Computer Interaction
  • 23. Chapter 2 : Human As The User The Senses Human and the 5 senses : 1) 2) 3) 4) 5) Eyes Ear Nose Haptic Tongue : : : : : 83% 10% 4% 2% 1% 23 MMG3033 Human Computer Interaction
  • 24. Chapter 2 : Human As The User The Human Eye Light retina Change shape (accommodation) rods & cones fovea colour detection electric impluse brain interpretation Fovea (area of highest resolution): about 2 degrees of arc 75% of the human visual operations are related to the fovea. 24 MMG3033 Human Computer Interaction
  • 25. Chapter 2 : Human As The User Human Vision Light reception takes place in the retina, which contains 2 types of photoreceptors: Cones Rods Mediated visual impression degrees of brightness Distribution over retina Fovea only not in the fovea Sensitivity for brightness Colors Low High Three types of cones: red-sensitive: 64%, high concentration in fovea area green-sensitive: 32%, high concentration in fovea area blue-sensitive: 2%, evenly distributed over retina; none in the center of the fovea. 25 MMG3033 Human Computer Interaction
  • 26. Chapter 2 : Human As The User Human Vision Certain cell in the eyes retina produce the sensation of shades of gray and other cells produce the sensation of color using receptors of red, green and blue. These receptors are located in different areas of the retina, so some color especially blue are perceived to be deeper than red. 26 MMG3033 Human Computer Interaction
  • 27. Chapter 2 : Human As The User Vision : Main Characteristic When light enters the eye it has two main characteristics: Brightness (intensity) Colour (wavelength) In software development, avoid creating any confusing effects. This can occur with certain types of 3D icons, example : can be caused by the misuse of colour. 27 MMG3033 Human Computer Interaction
  • 28. Chapter 2 : Human As The User Vision This effects are called optical illusion. 28 MMG3033 Human Computer Interaction http://www.at-bristol.org.uk/Optical/default.htm
  • 29. Chapter 2 : Human As The User Gestalt Theories In this illustration you can test your natural tendency to organize visual patterns. See how you group the titled squares and see a cross plus. MMG3033 Human Computer Interaction Here twelve dots have been arranged to form a directional symbol. We can see each dot separately but the arrow is greater than the sum of the dots and becomes the collective Gestalt. 29
  • 30. Chapter 2 : Human As The User Vision : Visual Field Definition of Visual Field is the size of a display screen, the layout of the display and of any controls. Too much movement of the head can cause discomfort and also increase the chances of eye strain if re-focusing needs to occur. Usually movement is allowed for and thus provides a range of about 100-120尊 from the straight-ahead position (periphery of vision). 30 MMG3033 Human Computer Interaction
  • 31. Chapter 2 : Human As The User Vision : Color Color is particularly effective in calling attention to specific information on a display, differentiating information types and grouping similar items. Color is an important component in design. Some people are unaware of their colour blindness about 8% of men and 1% of women. The most common form of colour blindness is red-green. Children like bright colours catch the imagination. 31 MMG3033 Human Computer Interaction
  • 32. Chapter 2 : Human As The User Psychological Implications Color Red Implications associated with blood, and with feelings that are energetic, exciting, passionate or erotic Orange color of flesh, or the friendly warmth of the hearth fire Green positive mode, nature (plant life, forests), life, stability, restfulness, naturalness. Blue coolness, distance, spirituality, or perhaps reserved elegance Violet fantasy, playfulness, impulsiveness, and dream states 32 MMG3033 Human Computer Interaction
  • 33. Chapter 2 : Human As The User Vision : Color Color is classified to: Hue Brightness Saturation Red Green Blue 33 MMG3033 Human Computer Interaction
  • 34. Chapter 2 : Human As The User Color : Hue Hue is an aspect of chromatic colors such as red and green. Achromatic colors such as black, white and neutral grey, do not have hue. Hue corresponds to the normal meaning color changes in wavelength. Hue is located along the border of the color wheel. These are spectral colors. 34 MMG3033 Human Computer Interaction
  • 35. Chapter 2 : Human As The User Color : Brightness Brightness (intensity or luminance) refers to the shades of gray going from white (very high brightness) through gray (medium brightness) to black (very low brightness). Brightness varies amongst the chromatic and achromatic colors. Area of dark and light meet it is possible to see strange effects optical illusion. Example : Hermann Grid 35 MMG3033 Human Computer Interaction
  • 36. Chapter 2 : Human As The User Color : Saturation Saturation (or chromatic) is the relative amount of pure light that must be mixed with the white light to produce the perceived color. The more black, white or grey that is mixed with the color then the less saturated it becomes. When the color is entirely white, saturation is said to be zero. 36 MMG3033 Human Computer Interaction
  • 37. Chapter 2 : Human As The User Color : Saturation 37 MMG3033 Human Computer Interaction
  • 38. Chapter 2 : Human As The User Colour : Design 38 MMG3033 Human Computer Interaction
  • 39. Chapter 2 : Human As The User Colour : Design 39 MMG3033 Human Computer Interaction
  • 40. Chapter 2 : Human As The User Colour : Design 40 MMG3033 Human Computer Interaction
  • 41. Chapter 2 : Human As The User Colour : Design Classification of colour in physically and culturally have to be determined. Societies classify colour differently. 41 MMG3033 Human Computer Interaction
  • 42. Chapter 2 : Human As The User Color : The Implication Do not use blue for small objects (since human sensitivity for blue is very low, particularly in the fovea) Blue is a good background color (since human sensitivity for blue is very low and since receptors for blue are roughly evenly distributed over the retina) Neighboring objects should not merely differ by their amount of blue. a a a (red, red with 50% blue, red with 100% blue) If red and green are used for small objects, these should be in the center (since the sensitivity for these colors is far higher in the center). If red and green are used as signals (warnings) in the periphery, they should have additional emphasis (like blinking or change in size). Black, white, yellow and blue can be used in the periphery since the sensitivity of the retina is roughly the same. 42 MMG3033 Human Computer Interaction
  • 43. Chapter 2 : Human As The User Font : Design 1. Some people argue that san serif fonts are easier to read than serif fonts. But anyway, it is a bad practice to mix too many fonts. (san serif ; without extra strokes, serif fonts ; have extra strokes) 2. The size of the screen will dictate how much information can be comfortably contained. A cluttered screen is difficult to interpret because it is a lot for the eye and brain to absorb. 3. The important items should be displayed according to their priority and should be occupy the same place on the screen. 43 MMG3033 Human Computer Interaction
  • 44. Chapter 2 : Human As The User Font : Design 44 MMG3033 Human Computer Interaction
  • 45. Chapter 2 : Human As The User Font : Types 45 MMG3033 Human Computer Interaction
  • 46. Chapter 2 : Human As The User Font : Design Sometimes the type of fonts can also means expression of human feeling. Mode Font Aggresive Traditional Classic 46 MMG3033 Human Computer Interaction
  • 47. Chapter 2 : Human As The User Hearing In HCI, the second most important means of communication is sound. Hearing or audition is a response to pressure. It tells us about changes that occur at various distance away from us. When these sound waves reach the ears, they cause a series of mechanical pressure changes which trigger the auditory receptors 47 MMG3033 Human Computer Interaction
  • 48. Chapter 2 : Human As The User Hearing This causes responses in the brain and the sensation of hearing. 48 MMG3033 Human Computer Interaction
  • 49. Chapter 2 : Human As The User Hearing : Sound Waves Sound waves vary in : 1. Amplitude The height of the wave crest : Loudness Sound appears to be louder as its amplitude increase. 2. Wavelength The distance apart between each wave crest. 3. Frequency The number of waves per second : Pitch Pitch increases with the increase in frequency. Pitch is how high or how a sound is. 49 MMG3033 Human Computer Interaction
  • 50. Chapter 2 : Human As The User Hearing : Pitch & Loudness Frequency is measured in hertz (Hz) while the loudness of sound is decribed in decibles. Sensitivity to frequency and loudness varied between individuals and can be different for the same person at different time. 50 MMG3033 Human Computer Interaction
  • 51. Chapter 2 : Human As The User The use of the Sound Sound is used as a locator i.e. locating things. You cannot decide not to listen whereas you can decide not to look. Use sound for feedback and attracting attention when : The information is short and simple. The information will not be referred later. For alerts and warnings when an immediate response is needed. The visual system is already overburdened. The user is moving about from place to place. A verbal response is needed. Poor illumination makes vision unreliable.0 MMG3033 Human Computer Interaction 51
  • 52. Chapter 2 : Human As The User Touch Touch or haptic channel is a very important sense for the blinds. It is useful in noisy (either visual or audio) environments. Tactile feedback is important in the use of keyboard spongy or heavy touch Touch is important in the development of devices such as keyboards. The speed at which a typist can type will be affected by the feel of the keyboard and how it responds to key press. MMG3033 Human Computer Interaction 52
  • 53. Chapter 2 : Human As The User Taste The sense of taste provides information about what should or should not be eaten. The receptors are the taste buds which respond to chemicals that are dissolved in water. On average, a human being has about 10,000 taste buds mostly on the tongue and some other regions of the mouth. Messages are passed from these receptors to the brain. 53 MMG3033 Human Computer Interaction
  • 54. Chapter 2 : Human As The User Taste There are 4 basic tastes : 1. 2. 3. 4. Bitter Salty Sour Sweet 54 MMG3033 Human Computer Interaction
  • 55. Chapter 2 : Human As The User Smell Smell or olfaction provides information about chemicals in the air. These excite receptors located at the top of the nasal cavity. Taste and smell are not well developed in people. As yet there are not real uses for either of these senses though both can evoke strong emotional responses. 55 MMG3033 Human Computer Interaction
  • 56. Chapter 2 : Human As The User Summary Cognition comprises many processes including thinking, attention, learning, memory, perception, decision making, planning, reading, speaking and listening. The way an interface is designed can greatly affect how well people can perceive, attend, learn and remember how to carry out their tasks. Of the 5 sense, vision and hearing are the most important for human computer systems at present, though touch is being used for some systems and has a part to play in input devices. Too many colors can be confusing for the user. Avoid color combinations like red and green which may confusing for color-blind users. MMG3033 Human Computer Interaction 56

Editor's Notes

  • #6: Experiential; which we perceive, act and react to events around us effectively. Example; driving car, reading a book, having conversation, playing a video game Reflective; thinking, comparing and decision making; leads to new ideas and creativity.
  • #25: The rods are able to operate in conditions of bad light but they are unable to detect color. The cones require good light in order to operate and can detect color. The cones are concentrated at the front of the retina in an area called the fovea, and the rods at the sides.
  • #29: Upside down T both lines are equal Ponzo the horizontal lines are equal Tichener both central circles are the same sizes
  • #31: Periphery of vision; a person may well be aware of the presence of an object without recognizing what it is. In order to see the object it is necessary to turn the head so that the front of the eyes can focus upon the object.
  • #36: Most people see black dots where the intersection of the white lines occurs and white dots where the intersection of the black lines occur.
  • #42: Color differ between culture, physical and tahap aktiviti (warm color R,Y and cold color B,G)
  • #49: Audio is used as locator, attracting attention, annoying and distraction sources.